Hey everyone

This week, we had a big meeting so that we could determine what the workload would be like for the next couple of months, and figure out what needed to be prioritized. We had a lot of questions to answer, not only about the game, but about the future of the company. We never really had the time to talk about it during crunch time, but we needed to sort out exactly how we were gonna be advancing along over the next leg of development. Crunch season didn’t really allow us to just sit down and decide what to do next. We also waited for the release, so that we could gather feedback from the players, helping us to determine what should be focused on next.

Here is a low resolution picture of the roadmap we put together during the meeting. As you can see, there’s still a lot of work to do, and those are only the things we decided were of the greatest importance for the next half year.

(yay! colors!)

Patches

Like every week, we’re trying to get another patch up and going and pushed to steam. We really want the game to be getting more and more enjoyable. The open mine, clearly, was still a little bit broken in the early access client. Sometimes the stairs weren’t building properly, and the Bricktrons would just stop working. We’ve also stopped the radial menu from popping up for remote entities and for the lumber task on Arena mode. Another weird issue we discovered was precisely at 6AM where the Bricktron appeared through different objects like trees. And we also completely removed the debug menu for the moment since things are changing radically for this feature.

As always, these fixes will be tested over the course of the weekend, and we’ll see if it breaks all the things.

Linux

Finally! We were able to compile a proper Linux build! It’s still lacking sounds at the moment, since the fix was to remove Wwise because of it’s incompatibility. We’ve launched the version to our internal testers, so hopefully it’ll pass the test this weekend and we’ll be able to push it to all of our penguin supporters! It’s still a bit tricky to make a Linux build at the moment, but since we’re going to be moving fully to fabric eventually, it should become as easy and automatic to build for Linux as it is for Windows and Mac.

Fabric

As we said last week, we’re going to be moving everything on the sound side to Fabric. This week, FX was able to make it work properly, so things are going well. All the sounds we already have in still need to be migrated to Fabric though, so it’s still going to take a bit of time.

Moving from one platform to another isn’t typically that simple, but it seems that the two systems are pretty similar, so the transfer should be painless, but a bit time consuming. The upshot is that we’ll only have to do things once, instead of trying to support two different engines for two different platforms. That will simplify the build production a lot.

Random Map Generator

We’ve taken notice of a very interesting forum post on the Steam Community Hub. A user named BoredUltimatum is working on a random map generator that can make maps easily. There’s still a bit of work to do on it, but it really seems to be coming together very nicely. It’s really a great idea, since we still need to re-implement the world editor, and that could still take awhile.

I want my bug of the week!!!

Since we’ve been doing a lot more debugging than anything else over the last few weeks, there really aren’t a lot of new bugs appearing. That’s the reason you haven’t seen as many funny bug videos in the latest blogs. Rest assured, we’ll certainly have some good ones pop up once we get back into adding content rather than squashing bugs.

Eiffel Tower

Fuzzywobs’s new creation is nothing less than a reproduction of the Eiffel tower. I’m still amazed to see each week how people are able to build so many complexes constructions! Keep it up everyone!

Soundtrack of the week

So, Halloween is approaching and last weekend I tried to carve my pumpkin. She probably won’t make it until the end of the month, but I had fun anyway (if you want to see what it looks like, here is a picture of the result). I was trying to get in the mood by finding Halloween-themed music, (almost impossible to find by the way…) and strangely, I stumble upon a group called Trash80, which had a song called Haunted Candies – less Halloween than what I was looking for, but still a nice discovery!

13 Comments for Dev diary number sixty seven : Patches and a community made map generator

Polimerjones

1 years ago

Thanks for the update. Is there any chance of getting a higher resolution image of the road map. I would really like to see the way you guys are planning on taking this game and in what order you are working on stuff. Keep up the great work!

Hylci

1 years ago

Great job guys! I’m really excited, how things are coming along! Since I cant see the road map, the two major things for me at the moment are:
friendly fire (messes up my beautiful survival game) and
miners always using the nearest stockpile and not the ones already filled up a bit…
Fixem them would make my day :)
Really looking forward to the next updates! Keep it up!

HappySack

1 years ago

The word multiplayer was not mentioned even once.

Box

1 years ago

And?

Casper

1 years ago

But the word Arena was mentioned.

crosswalk

1 years ago

I haven’t really checked up on the game since the prototype, but wow! Am i impressed! Things look really good now! Keep up the good work!

1 years ago

Two questions, like the 1st commenter, i’m very interested in seeing what direction this game is going, so will you be releasing a high resolution picture of your roadmap whiteboard?
Also you mentioned a new incoming patch, do you have an eta?

I’ve already spent almost 60 hours in this game, and I’ve only started from about a week ago on the steam early access. I was wondering if this game was 64bit as it slows down and doesn’t seem to take advantage of my 16GB RAM. looking forward to the future of this game, keep up the good work! :D

doodleopaper

1 years ago

Unnecessary Comment :D

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1 years ago

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